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clydefrog

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Everything posted by clydefrog

  1. clydefrog

    FHQ TaskTracker

    I'm thinking the majority of people making arma missions do use respawn though so this is a really big issue for them. I think if you're going to make a task system to release to the public you can't just not make it compatible for respawned units just because you don't like it :P Hopefully it's not too long, I like the look of this script but I'm going to have to switch back to taskmaster for now due to this. I don't get it though, when you use respawn=base you still respawn with your original unit name so you are basically the same unit and not a new one, no?
  2. clydefrog

    Assertion

    bawb a little bit off topic but I had a look at that other script you did similar to this one and you have a problem (looks the same in this script too) with the helicopter not always waiting for the vipman unit to get in before it flys off.
  3. Hi, I'm scripting waypoints for a vehicle that's spawned but I'm having a problem in both scripts I'm trying where the vehicle stops at the first waypoint and doesn't proceed to the next one. Here's one of the scripts, what do I need to change so it goes to waypoint _wp1? // null = [_spawnPos, _MovePos, _TargetPos] execVM "scripts\ifrit.sqf"; if (!isServer) exitWith {}; _spawnPos = markerPos (_this select 0); _MovePos = markerPos (_this select 1); _TargetPos = markerPos (_this select 2); // create ifrit _sv = [[_spawnPos select 0,_spawnPos select 1,1], random 360, "O_Ifrit_MG_F", EAST] call BIS_fnc_spawnVehicle; // Name the vehicle and group _ifrit = _sv select 0; // vehicle spawned. _ifritgrp = _sv select 2; // group of vehicle so waypoints work. _ifritdriver = (driver _ifrit); // get driver of ifrit _ifritgunner = (gunner _ifrit); // get gunner of ifrit _ifritdriver setSkill 1; // set high skill on driver _ifritgunner setSkill 1; // set high skill on gunner // waypoints _wp0 = _ifritgrp addWaypoint [[_MovePos select 0,_MovePos select 1,1], 10]; _wp0 setWaypointType "MOVE"; _wp0 setWaypointSpeed "LIMITED"; _wp0 setWaypointBehaviour "SAFE"; _wp0 setWaypointFormation "COLUMN"; [_ifritgrp,0] setWaypointStatements ["true", ""]; _wp1 = _ifritgrp addWaypoint [[_TargetPos select 0,_TargetPos select 1,1], 10]; _wp1 setWaypointType "CYCLE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointBehaviour "SAFE"; _wp1 setWaypointFormation "COLUMN"; // activate first move for driver incase something stops 1st wp to be executed somehow _ifritdriver doMove (getWPPos _wp0);
  4. Yeah thanks, after trying a few things I realised this and it's fine now. I have another question though. In another version of this script I've decided to make it possible to select behaviour type etc. through the script call, for example: // null = [_spawnPos, _MovePos1, _MovePos2, _MovePos3, _MovePos4, _TargetPos, _speed, _beh, _form, _cbtmode, _class, _side] execVM "scripts\ifrit_custom.sqf"; _SPEED = (_this select 6); _BEH = (_this select 7); _FORM = (_this select 8); _CBTMODE = (_this select 9); _class = (_this select 10); _side = (_this select 11); _wp0 = _ifritgrp addWaypoint [[_MovePos1 select 0,_MovePos1 select 1,1], 10]; _wp0 setWaypointType "MOVE"; _wp0 setWaypointSpeed _SPEED; _wp0 setWaypointBehaviour _BEH; _wp0 setWaypointFormation _FORM; _WP0 setWaypointCombatMode _CBTMODE; _wp0 setWaypointStatements ["true", ""]; How would I go about making setting default values for these things, like set _Speed to default as limited, so if you don't put "limited" in the appropriate part of the script call array it will just default to that anyways?
  5. Multiplayer framework code doesn't work in Arma 3 as Arma 3 doesn't use the multiplayer framework. Also, doesn't just "player in thislist" only show an onAct hint to the player who triggered it? Or at least it shows the effects text only to the player who triggered it.
  6. clydefrog

    Crew Info in vehicles

    Thanks for the info, I've changed it to that.
  7. ok, do you know of another one that can exclude certain groups/units? Also can anybody confirm if the nametag component works? I've only tried it with AI so far but I didn't see any names on them.
  8. The removebody component isn't working for me with units that have been placed in the editor. Anybody else got the problem? I have all the files needed and my init.sqf reads: // F3 - Automatic Body Removal // Credits: Please see the F3 online manual (http://www.ferstaberinde.com/f3/en/) f_removeBodyDelay = 30; f_doNotRemoveBodies = [grp_vip,grp_vip_1]; [] execVM "f\common\f_addRemoveBodyEH.sqf";
  9. clydefrog

    FHQ TaskTracker

    The demo mission shows you how to have 2 tasks assigned which when done will give notifications for both the main task being completed and the 2 sub tasks being completed.
  10. clydefrog

    Crew Info in vehicles

    Thanks for this Jman, the one issue I had with it was that where it came up on the left side of the screen is right where the action menu comes up, making it pretty unreadable when they overlap. So I edited a couple of values in the dialog.hpp file. If anybody using it wants the crew list on the far right instead where it is out of the way of the action menu and also hints, then just replace the part of the dialog.hpp file from line 24 to line 36 with the following: class crewinfotext { idc = 10101; type = CT_STRUCTURED_TEXT; style = ST_LEFT; x = (SafeZoneX + 2.25); y = (SafeZoneY + 0.40); w = 0.3; h = 0.6; size = 0.018; colorBackground[] = { 0, 0, 0, 0 }; colortext[] = {0,0,0,0.7}; text =""; }; Hopefully it works the same as it does for me on other monitors and it doesn't depend on monitor size or anything.
  11. clydefrog

    ASCOM Framework Release

    I know this isn't really helpful but I'd just wait until the people who make FHQ Task Tracker fix it themselves and release an updated version.
  12. clydefrog

    [Dr_Cox1911] Hostage Script

    So why not just do it in the editor? Add a guy, take his stuff off him, give him a few commands (setcaptive true, disableAI "MOVE" etc.) and then have a trigger that when blufor are present it runs a really basic script changing all the commands (if you want, you could even put all that in a trigger) and makes him join your squad. There's not always a need to make some simple things so complicated. Suppose that also depends on if you want all the animations or random positions etc. or you're happy with him just lying on the floor for example. By the way, what does this script actually do? Somebody else asked too and I don't think it says anywhere in the thread how it actually works. So what do you do instead to get around this problem?
  13. clydefrog

    Dynamic Guarded Hostage Rescue

    Just posting to let you know I tried that hostage_male and hostagevars scripts ages ago on arma 2 in a mission I was making, and I had a similar problem then with their behaviour but I was trying to use it on multiplayer, I guess you only made it for singleplayer. The other issue was that they stayed in their sat down position after being released and were sliding around on their ass everywhere. Unless you've changed it there is locality issues in there when it comes to MP missions.
  14. clydefrog

    FHQ TaskTracker

    Well I've read through the pdf file but I'm unsure which function I use if I want to create a new task through a trigger. Do I just use "call FHQ_TT_addTasks;" the same as you do in the init.sqf? So for example in a trigger onAct I would have: [west,["TaskExfil","Get to the helicopter and leave the island","Exfil","MOVE", getMarkerPos "LZ","assigned"]] call FHQ_TT_addTasks; and that's it? Edit: Tested that and it works nicely, I'm liking this system so far. One thing that would be nice though that it doesn't seem to have - Taskmaster has the call SHK_Taskmaster_hasState function, so you can check for any task having any type of state for use as a condition etc. for example ["Task1","assigned"] call SHK_Taskmaster_hasState. Is there any chance of getting a function like that in there too?
  15. Which missions have this MissionTasks.sqf and how do I get to them? I have unpacked the multiplayer missions but they don't use it. edit: nevermind I see the other one does have it, just not escape stratis. Would it be possible to tell us how you create a task through a trigger during a mission also using the BIS_fnc_MP function?
  16. clydefrog

    FHQ TaskTracker

    Oh nice, I don't even think I've seen those before. Ok, well I did use marker names from the arma 3 config thing but they still wouldn't work, I'd love to know how to get it working.
  17. clydefrog

    FHQ TaskTracker

    Yeah I thought it would be one of the things that wouldn't work but yeah it does (if you mean the Task Assigned: etc. in different colours that comes up in a box). And yeah I asked shuko if he would be making an Arma 3 version but he said he has no interest in Arma 3 which is a shame. One other thing that doesn't work with it although it seems like an Arma 3 problem as I've tried doing it myself unsuccessfully, is creating markers during a mission. It either gives an error or just doesn't create the marker, I've tried doing it through scripts and triggers and it just won't work.
  18. clydefrog

    FHQ TaskTracker

    Taskmaster 2 does use the new Arma 3 task notifications. Anyways thanks for that information, I'll download the example mission and check it out, cheers.
  19. clydefrog

    FHQ TaskTracker

    How does this compare to Taskmaster 2? Can you create tasks for different unit names, groups, factions? Is there anything it has over taskmaster or anything important that taskmaster has over this?
  20. Hi, this has just been confusing me for the last hour, I don't really even need to know it but I went through the script understanding and commenting everything else except for this part, it is from the escape stratis mission that came with Arma 3 alpha. This bit isn't actually in the script, it is in the BIS_island trigger in the editor, but the init.sqf waits until this trigger is activated to succeed the mission. The triggers condition is: {vehicle _x in thislist || (!(vehicle _x isKindOf "Ship") && !(vehicle _x isKindOf "Air"))} count units BIS_grpMain == 0 Now to me this is saying - check that no group members of the group "BIS_grpMain" are in a land vehicle in the trigger list (and if none of them are then they have escaped). So how is this detecting they have escaped, how does no group members being in a land vehicle in the trigger list mean they have escaped the island? I am completely sure I am misunderstanding this condition and not reading it correctly, so could somebody please explain what it is actually checking for? Thanks
  21. Ok, I think I understand now. I thought the trigger was only checking that none of the group members were in a vehicle in the trigger area, not outside of a vehicle too. Thank you both for explaining it.
  22. Thanks, which part of it is checking that none of them are on the ground on foot though? I thought the vehicle _x in thislist part would mean it is checking for any units that are in a vehicle?
  23. Made by clyde frog originally for a SilentWarriors mission night [www.silentwarriors.org.uk] Requirements - Arma 2 Combined Operations (1.62) [ACE] - @ACE, @ACEX, @USNAVY, @ACEX_RU - http://wiki.ace-mod.net/ [CBA] - @CBA, @CBA_A2, @CBA_OA - https://dev-heaven.net/projects/cca/wiki/CBA [ACRE] - @ACRE, @JayArma2Lib - http://www.armaholic.com/page.php?id=11339 [Reshmaan Province] - @mad_build, @mad_resh - http://www.armaholic.com/page.php?id=17246 [Mando Missiles] - @mma, @mma_xeh - http://www.armaholic.com/page.php?id=8243 [uK SFTG] - @UK_STFG - http://stats.six-updater.net/mods/readme/fba55c16-2cb3-11e2-b56c-001517bd964c [specOps, Mercs, BlackOps and OpFor units] - @bb_oa_mercs - http://www.armaholic.com/page.php?id=13732 Other info/features - - Uses ACE Wounding system. - Players respawn at the airbase only. There are chinooks and land rovers available for transport - Supports up to 22 players - see player slots for available roles. - Supports JIP (using SHK Taskmaster 2). - Uses DAC and UPSMON for enemy units - Avoid being compromised by civilians. - NVG's/Thermal Imagers limited to 1 per patrol. Situation Background: (lots of info, click spoiler to view) Mission objectives, special tasks and resources: (lots of info/images, click spoiler to view) Mission Summary Based on SAS/Delta Force Scud hunting operations in Iraq in the 1991 Gulf War. Your mission as 3 patrols of D Squadron 22 SAS Regiment is to firstly insert by helicopter at night into Reshmaan Province and neutralise 3 communications/AA sites surrounding the AO (optional task that will make it safer to call in air support once done - does not appear on the task list) before moving to establish an observation post along the Main Supply Route. Once in position you should observe the MSR for mobile Scud TEL vehicles and marked cable junctions along the roadside. Once all scuds (6) and all cable boxes (8) are destroyed, return to Saraam airbase. Teams/Roles Issues: No known issues, tested a few times and has been run as a mission night on a dedicated server for a Silent Warriors mission night. Thanks: Thanks to members of the BI studio forums for the help received whilst creating this mission from people helping me with problems to script providers, thanks to other content makers (BI, the creators of ACE, CBA, ACRE, Reshmaan Province, bb oa mercs etc.) and also thanks to members of SilentWarriors.org.uk for help with testing. Download http://www.mediafire.com/?ba8q02h296ptdao Armaholic mirror: - Scud Avenue Co-22 (@)
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